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From: Tom F. <to...@mu...> - 2000-09-11 15:07:01
|
Plain text please - some people here are on non-HTML systems. I reckon that "either" is a good answer, as long as you first cull by the bounding sphere, which is slightly bigger (OK, a lot bigger in some cases) but usually much faster. So, cull by the bounding sphere, and that spots 90% of the cull cases. So the remaining 10% are the ones you need to use AABB/OBB to spot. And using hierarchial volumes also helps enormously on applicable shapes - and you should probably do sphere-testing all the way down to the nodes themselves before trying anything fancier, i.e. never do AABB/OBB testing on a non-leaf. Much quicker in most cases to just recurse down & sphere-test the kids. Tom Forsyth - Muckyfoot bloke. Whizzing and pasting and pooting through the day. -----Original Message----- From: Tim Johnston [mailto:ti...@gn...] Sent: 07 September 2000 11:50 To: gda...@li... Subject: [Algorithms] View Frustum Culling What is the best method for coarse bounding box frustum culling? From what I can gather you either use axis aligned bound boxes (AABBs) or oriented bounding boxes (OBBs), with OBBs having the advantage of tighter fitting but need extra computations for the culling process. Also which culling method is best, perspective transform the BB and the view frustum to the perspective coordinate system (which with AABBs can result in testing two AABBs which is just 6 comparisons, however you have to transform all 8 vertices of the AABB) or testing the BB against the 6 planes of the view frustum (which seems much simpler and straightforward if that is all that is needed.) So is comparing AABBs against the frustum planes the best way to go and is it just find the equations and test the vertices or is there some more transforming needed in there? Also what are the extra steps needed to use OBBs instead? And finally a nice easy question, what is the right way to get the 6 equations of the planes if you happen to have an OpenGL matrix? Any help would be great thanks, Tim. |
From: Pierre T. <p.t...@wa...> - 2000-09-11 15:01:15
|
> Bet your Renderer->Init() function winds up loading a DLL somewhere along > the line (for example, by initialising D3D). It's the DLL load that is > probably whacking your FPU state. I checked: it gets modified by the CreateDevice call. I suppose it could be the DLL loading, yes. > You should set the FPU state to the one you want after you do your Init(). > Thereafter, D3D won't mess with it if you set the FPU_PRESERVE flag. That's what I do. That was exactly my question on the DXML : is that safe ? Because: - D3D assumes a round-to-nearest mode - I'm changing it to chop/floor - And as I said, FPU_PRESERVE seems only to work with the FPU precision (not the rounding mode). Hence the original question. Anyway, I already use your solution, and for the moment I don't really need something else. Pierre |
From: <ro...@do...> - 2000-09-11 15:00:51
|
Jeff Lander wrote: >Man, we are all working late tonight. On a sunday, that's kinda sad. Nah, I spent a pleasurable day listening to a free concert by the San Francisco Opera in Golden Gate Park, and am so wiped out by sunburn that sitting in front of the tube and pontificating on physics is an entirely appropriate activity. >But to drag this back to algorithms, your use of Newton's gravitation law is getting you into trouble. > >Realize that the only thing that effects when two dropped objects hit the ground > is the acceleration of those objects. Force doesn't enter into it yet. Actually, in most developments of the logical foundations of physics that I've seen I think that "force" isnot well defined. In the way I was using it, in terms of the "four forces", it refers to a type of "interaction". >.... >So you can see that a body of any mass will hit the earth at the same time. >The difference due to the original gravitation law is that a more massive body > will hit the earth with more FORCE and make a bigger dent. > Here, I think your use of "FORCE" is not appropriate. The two bodies fall under the same acceleration, so fall for the same time duration and hit the earth with the same speed, but the more massive body has more kinetic energy and more momentum, so makes a bigger dent. |
From: Herb M. <HMa...@En...> - 2000-09-11 14:55:43
|
Anything loaded in your process space can change your FPU mode. Simply reset your FPU control word to a known/standard state before you start your collision routines. You can use _asm, or in VC++ use _control87 - herb Ensemble Studios http://www.ensemblestudios.com mailto:hma...@en... ICQ:35921824 Age of Empires=AE -----Original Message----- From: John Ratcliff [mailto:=09 Sent: Saturday, September 09, 2000 12:28 PM To: gda...@li... Subject: [Algorithms] FIST optimization As many of you already know, the call to 'ftol' can be one of the = biggest hotspot spikes in a 3d application. Every time a floating point number = is converted into an integer, rather than simply producing a 'fist' instruction, MSVC will instead invoke a very slow procedure call to = 'ftol'. I have heard this is to ensure that the rounding behaviour of the = operation conforms to ANSI standard or something like that. Back when I was an assembly programmer I just used the fist instruction wherever needed. With MSVC there is a compiler optimization switch = called /Qifist, which allows MSVC to use the 'fist' instruction instead of the = call to 'ftol'. When I enable this optimization my performance profile is greatly = improved. At the heart of my collision detection routines is a hash, where I take = the floating point x,y co-ordinate in world space and remap it into an = index to this precomputed collision detection table. This is a critical = operation that requires the conversion from floating point to int, very = efficiently. However, the behavior I am experiencing is as if the rounding mode were occasionally set to something other than truncate behavior. Meaning, = where I expect a conversion from 2.99999 to int to produce a 2, not a 3. The behaviour is spurious and unpredictable. When I worked in assembly = code I never had this problem. My main question is, how can the rounding mode ever get changed? Or am = I missunderstanding the behavior possibly? The symptom is as follows. Without the /Qifist option enabled my = collision detection works flawlessly. With the /Qifist enabled it behaves = spuriously, exactly as if sometimes it rounds the float to hash index incorrectly, = thus accessing the wrong pre-computed collision detection polygon set. Why can't you guarentee that the rounding mode is set to truncate = throughout the application? I could switch to inline assembly I suppose, but I = prefer to have the compiler generate the code naturally with all of it's = normal optimizations enabled. Does anyone know the preferred method to = guarentee the processor is in a rounding mode which causes truncation to always = occur? Or am I missinterpreting the problem entirely? Thanks, John _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: Scott, J. <JS...@ra...> - 2000-09-11 14:51:27
|
As we seem to be going even more OT.... Waitress: Nice accent, are you from Australia? Me: Nope, England. Waitress: Almost the same, I mean you used to own Australia didn't you? Waitress: Are you from England? Me: Yes. Waitress: I have a friend in New England... etc. Ordering at Taco Hell is a challenge and a half. Back on topic - the big PC game developers are all in the States. I got sick of learning a new platform every project. The standard of living is much higher here, I have no regrets about moving. My biggest fears were the violence (media hype; I'd like to take a few Yanks into a few English towns at kicking out time), and the fizzy pop called 'beer' over here (there's Guinness and Newcastle everywhere). Salaries are always compensation for your job; it is a balance between how much you enojoy working where you do and how much money they pay. I personally would rather be paid a reasonable amount and love the games I work on with the people at the company, than being paid extra to work on sports sims with a bunch of people I don't like. Cheers John -----Original Message----- From: Jonathan Wight [mailto:jw...@bi...] on 9/11/00 8:46 AM, Stephen J Baker at sj...@li... wrote: > Honestly, I could tell one of these stories for every six months I've > lived here in Sunny Texas. My favourite is when I when I buy something via mail order over the phone and _always_ (without fail) get the salesman/woman (usually the latter) who "has always wanted to visit England" or "has a friend who just got back from England". There must be something about my accent that makes people want to discuss their vacation plans over the phone with me. > Well, you can negotiate more holiday (I did) - and I'm earning > probably 2x what I could in UK for similar cost of living. Same here, although I'm not in the games industry so can't comment on the salary ratios there. I'd say cost of living here in Austin, TX is a lot less than back home as well. >> Sounds very much like slave trade to me. > > In some respects, it is. You certainly don't have *freedom* for > the period while you are waiting for the INS department to process > your GreenCard paperwork Luckily for me my wife is American and I'm not working under some kind of indentured servitude. Friends of mine who have worked under other visas have really rough times. In fact one person I know worked for free for a period (this was a person with a Masters in CompSci and some industry experience) just to get sponsorship. Jon. |
From: Tom F. <to...@mu...> - 2000-09-11 14:51:20
|
Dead. Toast. Finished. Pushing up dasies. This is an ex-API. They just haven't admitted it yet. Tom Forsyth - Muckyfoot bloke. Whizzing and pasting and pooting through the day. > -----Original Message----- > From: Jonathan Wight [mailto:jw...@bi...] > Sent: 06 September 2000 22:46 > To: gda...@li... > Subject: Re: [Algorithms] FW: [CsMain] Scene Graphs > > > on 9/6/00 1:36 PM, Ko, Manchor at MAN...@ca... wrote: > > > Now there isn't. But you should be familiar with Performer > and Fahrenheit as > > a start. Otherwise you are in a huge hole. I have a lot of > experience > > designing scene-graphs. Will be happy to discuss it with u. > I have a class > > structure that works very well. > > What is happening with Fahrenheit BTW? Is it dead? I found a news link > yesterday that seemed to say it was alive and doing well but > I couldn't > confirm it. > > Also has anyone got any good links to some Fahrenheit technical > documentation? > > Jon. |
From: Tom F. <to...@mu...> - 2000-09-11 14:40:29
|
Yes. Though ROAM, in other peoples' experience, is limited by the ROAM algorithm running on the CPU, not by a T&L graphics card. So your real bottleneck is the CPU. Tom Forsyth - Muckyfoot bloke. Whizzing and pasting and pooting through the day. > -----Original Message----- > From: Sam Kuhn [mailto:sa...@ip...] > Sent: 06 September 2000 21:48 > To: gda...@li... > Subject: RE: [Algorithms] VIPM With T&L - what about roam > > > > > Ok cool, thats what I hoped. > > This brings me to another thought... > > Say you had a roam implementation that subdivided down > (ignoring camera > distance, just using landscape variance) to a fixed level say 500,000 > vertices or so and stored them on card for T&L. *then* on > subsequent passes > of the roam bintree, generate indexed lists into that > hardware vertex pool > based on the camera distance. This means you get true > distance based roam > LOD and cached t&l of the used verticies right? > > sam |
From: Jonathan W. <jw...@bi...> - 2000-09-11 14:20:26
|
on 9/11/00 8:46 AM, Stephen J Baker at sj...@li... wrote: > Honestly, I could tell one of these stories for every six months I've > lived here in Sunny Texas. My favourite is when I when I buy something via mail order over the phone and _always_ (without fail) get the salesman/woman (usually the latter) who "has always wanted to visit England" or "has a friend who just got back from England". There must be something about my accent that makes people want to discuss their vacation plans over the phone with me. > Well, you can negotiate more holiday (I did) - and I'm earning > probably 2x what I could in UK for similar cost of living. Same here, although I'm not in the games industry so can't comment on the salary ratios there. I'd say cost of living here in Austin, TX is a lot less than back home as well. >> Sounds very much like slave trade to me. > > In some respects, it is. You certainly don't have *freedom* for > the period while you are waiting for the INS department to process > your GreenCard paperwork Luckily for me my wife is American and I'm not working under some kind of indentured servitude. Friends of mine who have worked under other visas have really rough times. In fact one person I know worked for free for a period (this was a person with a Masters in CompSci and some industry experience) just to get sponsorship. Jon. |
From: Stephen J B. <sj...@li...> - 2000-09-11 13:47:18
|
On Mon, 11 Sep 2000, Stefan Boberg wrote: > > Brits are pretty good as they speak almost the same > > language. > > "Almost the same language"... erhhhh!?? :) > > Reminds me of a friend who went to work for Digital Domain... One day in > the shops this woman asks him where he's from - "Scotland" he says, "Oh > really! But you speak such good English!". ...or at a Jack-in-the-Box drive thru counter: Her: "I love your accent - where are you from?" (something I hear daily as a Brit living in Texas) Me: "England". Her: "Oh - so what language do they speak there?" ...or at a Dairy Queen: Her: "I love your accent - where are you from?" Me: "England". Her: "Oh...That must be a LONG drive." ...or... Honestly, I could tell one of these stories for every six months I've lived here in Sunny Texas. > This is precisely why I opted not to go and work in the US. It's > ridiculous. That and the fact that you only get 2wks paid holiday (seems to > be standard, anyway). Sure you can get paid lots more (in theory, anyway), > but I prefer the freedom I have within the EU. Well, you can negotiate more holiday (I did) - and I'm earning probably 2x what I could in UK for similar cost of living. > Sounds very much like slave trade to me. In some respects, it is. You certainly don't have *freedom* for the period while you are waiting for the INS department to process your GreenCard paperwork (Geological processes work faster) - but then the wages are very good and the cost of living low (although *not* if you live in California). ---- Science being insufficient - neither ancient protein species deficient. Steve Baker (817)619-2657 (Vox/Vox-Mail) L3Com/Link Simulation & Training (817)619-2466 (Fax) Work: sj...@li... http://www.link.com Home: sjb...@ai... http://web2.airmail.net/sjbaker1 |
From: Scott, J. <JS...@ra...> - 2000-09-11 13:21:33
|
> "Almost the same language"... erhhhh!?? :) > > Reminds me of a friend who went to work for Digital Domain... One day in >the shops this woman asks him where he's from - "Scotland" he says, "Oh >really! But you speak such good English!". You'd be amazed at how much trouble I have getting myself understood sometimes. Webster also decided to misspell some words, which has caused a few problems. eg. the secondary attack in Heretic2 is "+defence". I didn't know at the time =) > This is precisely why I opted not to go and work in the US. It's >ridiculous. That and the fact that you only get 2wks paid holiday (seems to >be standard, anyway). Sure you can get paid lots more (in theory, anyway), >but I prefer the freedom I have within the EU. It's effectively double the salary and half the taxes of a similar job in the UK. When does anyone get time to go on holiday anyway ? =) Cheers John |
From: Stefan B. <ste...@te...> - 2000-09-11 12:50:46
|
> As an aside, if you want someone to stay loyal to your company, > get a non US citizen. Brits are pretty good as they speak almost the same > language. "Almost the same language"... erhhhh!?? :) Reminds me of a friend who went to work for Digital Domain... One day in the shops this woman asks him where he's from - "Scotland" he says, "Oh really! But you speak such good English!". > An employee under a visa is not going to move for anything less than a factor > of 2 salary increase (or extreme unhappiness) because it is such a pain to > get or renew a visa. This is precisely why I opted not to go and work in the US. It's ridiculous. That and the fact that you only get 2wks paid holiday (seems to be standard, anyway). Sure you can get paid lots more (in theory, anyway), but I prefer the freedom I have within the EU. > They are also tied to the company, if you sack them, > they have to return back to their country of origin. Sounds very much like slave trade to me. Cheers, Stef -- Stefan Boberg, R&D/Technical Manager, Team17 Software Ltd. bo...@te... |
From: Stephen J B. <sj...@li...> - 2000-09-11 12:45:46
|
On Mon, 11 Sep 2000, Scott, John wrote: > As an aside, if you want someone to stay loyal to your company, get a non US > citizen. Brits are pretty good as they speak almost the same language. An > employee under a visa is not going to move for anything less than a factor > of 2 salary increase (or extreme unhappiness) because it is such a pain to > get or renew a visa. They are also tied to the company, if you sack them, > they have to return back to their country of origin. Grrrr, grumble...complain. Advice to any Brit who takes up this kind of a deal: Make sure you get a good salary at day #1 because you won't see a pay raise until you get your green card - and in some parts of the US, that's taking 6 years...also you are chained to that job - you really can't leave. ---- Science being insufficient - neither ancient protein species deficient. Steve Baker (817)619-2657 (Vox/Vox-Mail) L3Com/Link Simulation & Training (817)619-2466 (Fax) Work: sj...@li... http://www.link.com Home: sjb...@ai... http://web2.airmail.net/sjbaker1 |
From: Scott, J. <JS...@ra...> - 2000-09-11 12:07:32
|
As an aside, if you want someone to stay loyal to your company, get a non US citizen. Brits are pretty good as they speak almost the same language. An employee under a visa is not going to move for anything less than a factor of 2 salary increase (or extreme unhappiness) because it is such a pain to get or renew a visa. They are also tied to the company, if you sack them, they have to return back to their country of origin. Cheers John -----Original Message----- From: Gavan Hood [mailto:gh...@si...] I would have to agree with you Scott, I have noticed that my salary in the US is higher than that quoted for Game companies, and we have the same level of complexity and challenges. I have also noticed varied reasons for low salaries, outside the Game industry it is often due to people that see quick one off apps made in RAD languages (VB etc) as being more bang for buck even though they spend hours trying to finish and fine the app which is where they would reaped huge benifits if they used a talented guy and a flexible language such as C /C++. In the Game Industry I have witnessed an attitude that IT companies also posses being, we are a cool company, our product is cool the best will sacrafice salary just be associated with us, sure that might work for a short period with a few people trying to upgrade thier skills but experienced guys just dodge them for obvious reasons. I wish I knew a solution, but I usually end up just steering clear of those who will not pay, hoping that one day I will find a couple of other experiences guys (10+ years expertise...) and make our own product, I think lots of people have that hope :-) Gavan |
From: Neal T. <ne...@ps...> - 2000-09-11 10:41:51
|
Christian BRUNO <br...@if...> writes: >I have a question on impulse computation for the particular case where one >of the colliding objets has an infinite mass. I mean, this object cannot >change its position or orientation. >In the case where 2 "moveable" objects collide, i know how to compute the >+F >and -F forces that will prevent inter-penetration, but these forces apply to >both objects, and change the position and orientation of my "fixed, static" >object. >To prevent the fixed object from moving, or rotating, is it "physically >correct" to apply 2*F to the only moveable object and a null force to the >fixed object ? >any help greatly appreciated The general form for calculating an impulse for a frictionless collision between two rigid bodies is: j = -(1 + e) vRel / (A + B + C + D) where A = 1 / Ma B = 1 / Mb C = n Dot ((Inverse(Ia) x (Ra cross n)) cross Ra) D = n Dot ((Inverse(Ib) x (Rb cross n)) cross Rb) Here Inverse is the matrix inverse operation, dot is vector dot product, cross is vector cross product, and x is matrix by vector transform. In the numerator, e is the coefficient of restitution and vRel is the relative velocity of the point of contact (see below). In the various terms of the denominator, n is the normal at the point of contact, Ra is the position of the point of contact relative to the centre of mass for body a, Rb is the position of the point of contact relative to the centre of mass for body b, Ma and Mb are the masses of bodies a and b respectively, and Ia and Ib are the inertia tensors of bodies a and b in the space in which you are working (usually world space). For a collision when we know body b is immoveable, we can assume that Mb is infinity and Inverse(Ib) is the zero matrix in whatever space we are working. Thus we have: A = 1/Ma B = 0 C = n Dot ((Inverse(Ia) x (Ra cross n)) cross Ra) D=0 and we can calculate the relative velocity VRel for this case using vRel = n Dot (vLinRel + (OmegaRel cross Ra)) where Dot and cross are defined as above, + is vector addition, vLinRel is the relative linear velocity of the two bodies, Omega is the angular velocity of body a, and Ra is the position of the point of contact relative to the centre of mass of a. You can then calculate the collision impulse j using these expressions for the numerator and denominator, and apply it to the linear and angular momenta of body a, using: MomA = MomA + j (since the impulse represents an instantaneous change in momentum) and AngMomA = AngMomA + (j cross Ra) where j, Ra, cross and + are defined as above, and MomA and AngMomA are the linear and angular momenta of body a. Body b, since it has an infinite mass and a zero inverse inertia tensor, is not affected by the impact in any way. Hope that was some use, anyway... (and I hope I didn't make a mistake typing out all the equations:-) - but hopefully the principle is reasonably clear even if I've lost a sign somewhere). Neal Tringham (Sick Puppies) ne...@ps... ne...@em... |
From: Tony C. <to...@mi...> - 2000-09-11 08:05:26
|
>Then I thought about the recent mails here. I then changed the way I >initialize Direct3D, and used DDSCL_FPUPRESERVE instead of DDSCL_FPUSETUP. >Nothing changed. > >...but the guilty one is D3D anyway... > >When I reset the FPU to the "chop" rounding mode before calling >Renderer->Init(), it still does not work. > >When I reset the FPU to the "chop" rounding mode after Renderer->Init(), it >*does* work. Bet your Renderer->Init() function winds up loading a DLL somewhere along the line (for example, by initialising D3D). It's the DLL load that is probably whacking your FPU state. You should set the FPU state to the one you want after you do your Init(). Thereafter, D3D won't mess with it if you set the FPU_PRESERVE flag. Tony Cox - DirectX Luminary Windows Gaming Developer Relations Group http://msdn.microsoft.com/directx |
From: Christian B. <br...@if...> - 2000-09-11 07:11:36
|
Hello, [warning, frenchglish message follows...] I have a question on impulse computation for the particular case where one of the colliding objets has an infinite mass. I mean, this object cannot change its position or orientation. In the case where 2 "moveable" objects collide, i know how to compute the +F and -F forces that will prevent inter-penetration, but these forces apply to both objects, and change the position and orientation of my "fixed, static" object. To prevent the fixed object from moving, or rotating, is it "physically correct" to apply 2*F to the only moveable object and a null force to the fixed object ? any help greatly appreciated Christian ______________________________________________________________________________ Vous avez un site perso ? 2 millions de francs à gagner sur i(france) ! Webmasters : ZE CONCOURS ! http://www.ifrance.com/_reloc/concours.emailif |
From: Jeff L. <je...@di...> - 2000-09-11 07:11:32
|
Man, we are all working late tonight. On a sunday, that's kinda sad. But to drag this back to algorithms, your use of Newton's gravitation law is getting you into trouble. Realize that the only thing that effects when two dropped objects hit the ground is the acceleration of those objects. Force doesn't enter into it yet. Here is why: Gravity is as you say F = (Gm1*m2)/r^2, also thanks to Newton we have F=ma. Solve for the acceleration using those two equations: m1a = (Gm1*m2)/r^2 // note the m in f=ma is for the dropped body which I am calling m1. a = Gm2/r^2 The acceleration of body 1 is only dependent on the gravitation constant, distance, and the mass of the earth (or whatever). On most of the surface of the earth as you know that a = 9.8 m/s^2. I guess at airplane height, it is a bit different. So you can see that a body of any mass will hit the earth at the same time. The difference due to the original gravitation law is that a more massive body will hit the earth with more FORCE and make a bigger dent. Of course this ignores the fact that the formulas need to be applied to the earth as it is attracted to the other object. If the object being dropped was very massive, it would move the Earth also. This would change the time of collision. Of course for most objects you will ever be able to drop, this doesn't matter. -Jeff At 01:21 AM 9/11/2000 -0500, you wrote: >But, >what i brought up is that if we go by Newton's law of universal gravitation >there is a *difference* > > >All bodies, in a vacuum, fall at the same rate- >if we take this formula >F = G ((m1*m2)/r^2) > >and we run this for 2 separate objects with *very similar* masses, >F will be different. > >F = ma; >a = F/m; > >even at a *tiny precision* they still fall at different rates, thus hitting >the surface at a different time. >hence i feel that this should be taught in schools at least for a >"technical" viewpoint cause it's the *right thing* to do. |
From: Akbar A. <sye...@ea...> - 2000-09-11 06:24:30
|
>Nah, this is NOT true according to Einsteinian General Relativity, and >no one has ever done an experiment sensitive enough to detect that. >All bodies, in a vacuum, fall at the same rate--the result of >Galileo's Tower of Pisa experiment, and a cornerstone of Einstein's >theory, in which it is called "the Principle of Equivalence". i'm currently doing some reading on General Relativity, <Physics for Scientists and Engineers, by Raymond A. Serway, 3rd edition. Copyright is pretty old> But, what i brought up is that if we go by Newton's law of universal gravitation there is a *difference* >All bodies, in a vacuum, fall at the same rate- if we take this formula F = G ((m1*m2)/r^2) and we run this for 2 separate objects with *very similar* masses, F will be different. F = ma; a = F/m; even at a *tiny precision* they still fall at different rates, thus hitting the surface at a different time. hence i feel that this should be taught in schools at least for a "technical" viewpoint cause it's the *right thing* to do. *before you write anything read below ;) >But in the several dozen experiments where GR predicts a >measurable difference from the predictions of Newtonian gravitational >theory, GR has been confirmed. with the knowledge from above i see what *you mean*, but i still have to read those books to *understand* and *see the differences* ;) as well as to understand the essence and derivation of these theory's. i have always thought adding any 2 arbitrary numbers will always give the output of the sum of those 2 numbers. i guess maybe in this level these "elementary" rules do not apply (note: i'm a making parallel here)? ******* ******* this is "non-technical" and is based entirely on my ways/experience with the "World(Tm)". also a reply from Ron about switching career field to physics. this is very biased :) please DO NOT send reply's to the list about *this* unless you feel it pertains to "gaining "technical" knowledge" " ;) ******* ******* or maybe this is the same case with the definition of "light" ( "it's a wave, wait a sec, in this case it's acting like a particle" here is a conversation with a truthful researcher and on of the chairs on the book community. my question is, why can't they just come up with a "new" definition/name, which combines both of the properties and merges them into one? btw, speaking of the universe and all, and somebody mentioned string theory, faster then light issues, etc.. http://www.superstringtheory.com/basics.html haven't read through it yet, but it "looks" somewhat legit mate. we all know that looks can be deceiving though. >Don't be teed off--change your career and study physics. ;) a.) academia is not my cup of tea ( i have change my ways ;), i have *no* idea how some of you manage to stay in school for +6 years. i guess if you like it... b.) to get a *decent* (imho gov jobs don't count<pay to low>) job let alone doing research/getting paid in that field you have to have a highly appraised *background*, and *just* going to oxford doesn't cut it. c.) don't get me started on thesis's and some issues with proffeesor/deen pride... d.) i like the way carmack summarized this up (full time physics people), the people in that field have to wait a long time to get there ideas built up into a reality. some times they wait years for the "authorization" to happen. then there is organizing the team, building the facilty if it doesn't exsist, etc.. for us in the cg/real time field, we think of something and do it the next minute :) e.) yes, writing missile tracking software is *very* cool, this is physics and just about every other problem in "real life at work" (Tm)! but the restraints your stuck with are mind blowing. imagine waking up every morning to restrains like, ("your code segment is WAY to big, the MEMORY think of the MEMORY!") and your trying your best... i wonder what types of hardware(memory,cpu) there running for the new missle guidance systems. hehe. i really admire those guys, as well as console developers who manage to squeeze technically cool stuff through there hardware limitaions... a good example would be the software team which was responsible for porting Resident Evil 2 to Nintendo 64. see gdmag (www.gdmag.com) for more details. there might be an article up about it at www.gamasutra.com ? peace, akbar A. "imho, and i'm sure in yours as well, this entire universe follows out a set of equations... the objects of course " // couldn't fit this anywhere else ;) -----Original Message----- From: gda...@li... [mailto:gda...@li...]On Behalf Of Ron Levine Sent: Sunday, September 10, 2000 10:51 PM To: gda...@li... Subject: Re: [Algorithms] rather curious Akbar A. wrote: >hey, >i am just wondering, but how many people know about *this* >"gravity isn't really a force" and that it is caused by the curvature in the >space time fabric. > Of course, this thread is entirely off topic with respect to game algorithms in the ordinary sense (unless of course you want to make relativistic physics the object of the game :-)). But physics is one of the best subjects to be "rather curious" about, so no one has objected so far. In the modern physics paradigm, gravity is one of the four basic forces, and, by many orders of magnitude, the weakest of the four. The other three are called (in order of increasing strength), the weak force (which, for example, is responsible for the decay of neutrons into protons, electrons and neutrinos), the electromagnetic force (which is responsible for all of chemistry, optics and all other electromagnetic interactions), and the strong force, (which is responsible for the binding of quarks into protons and neutrons, and the binding of protons and neutrons into atomic nuclei. There has recently been a buzz about some experimenters claiming to have discovered a fifth force, but it has not yet entered into the mainstream physics paradigm. So, in terms of modern physics it is perfectly OK to call gravity a force. But in this paradigm, gravity is indeed also understood as a phenomenon of the curvature of the space-time "fabric", necessarily caused by the presence of energy (including mass). You can completely understand the orbits of bodies under the gravitational force as motion along geodesics, i.e. paths of shortest length, in the curved space-time. The mathematics that you need to put this all on a sound logical basis is higher-dimensional differential geometry and tensor analysis. This is the framework of Einstein's General Theory of Relativity. For the most part, for most ordinary experimental observations, General Relativity predicts the same behavior as the classical Newtonian gravitational model, up to the precision of experiments. But in the several dozen experiments where GR predicts a measurable difference from the predictions of Newtonian gravitational theory, GR has been confirmed. Read any popular book on modern physics, such as Stephen Hawking's "A Brief History of Time" for a non-mathematical review of these ideas, experiments and astronomical observations. If you want the real stuff, the best book is "Gravitation", by Misner, Thorne, and Wheeler, but it is daunting. >And, if you drop two objects in a vacuum they *really* don't fall >at the same rate (difference is very small, order of 10^-24) <this *makes >sense*> Nah, this is NOT true according to Einsteinian General Relativity, and no one has ever done an experiment sensitive enough to detect that. All bodies, in a vacuum, fall at the same rate--the result of Galileo's Tower of Pisa experiment, and a cornerstone of Einstein's theory, in which it is called "the Principle of Equivalence". However, the main unsolved problem of today's physics is the "Theory of Everything", which would put all four of the forces together into one logical framework. The three strongest forces all coexist nicely in a theoretical framework called "The Standard Model", whose framework is essentially quantum mechanical. No one has yet got a decent theory of quantum gravity, nor done any experiments that would expose the quantum mechanical nature of gravity. But everyone (in physics) believes there ought to be such a theory that would unify all the forces. The present dominant line of theoretical investigation is called "Superstring Theory", which claims, among other things, that the dimension of space-time might be as high as ten. But superstring theory has not yet made any predictions that are subject to experimental verification under present experimental technology. I don't know but mabe you or someone has heard that some of the results of string theory predict a departure from the Principle of Equivalence, but I haven't heard of it, and certainly no one has observed it in experiments. For a good popular review of the present state of this knowledge see the book "The Elegant Universe" by Brian Greene. "A Brief History of Time" was an enormous best seller in the 80's and 90's. Greene's book was a best seller last year. > >i am just curious what is the *the few on this list* knowledge about >this... > >i recently (3 minutes ago) got in an argument with a friend on this *topic*, >he told me his professor said that "Gravity is a FORCE" and saying anything >different from that is pure anarchy. > >i told him what is above is true and André Lamothe writes this in all of his >books, and i'm pretty sure he knows more than your professor (the laws make >sense as well), ... >i am probably just t-ed of cause i didn't have more proof about the space >time fabric one :| > Don't be teed off--change your career and study physics. The proof is in the elegance and economy of the theory and the fact that it has been completely confirmed to within the precision of all experimental tests so far. >btw, andre, if your not on the list; >i highly suggest you join :) i know your busy with volume 2 and all.. This comment reminds me of the sign in the post office: "No dogs allowed, except seeing-eye dogs". _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: Alex M. <am...@bw...> - 2000-09-11 05:02:56
|
----- Original Message ----- From: "Ron Levine" <ro...@do...> To: <gda...@li...> > expose the quantum mechanical nature of gravity. But everyone (in > physics) believes there ought to be such a theory that would unify all > the forces. The present dominant line of theoretical investigation is > called "Superstring Theory", which claims, among other things, that > the dimension of space-time might be as high as ten. But superstring Ummm, hrmmm, correct me if I am wrong, but the number ten is based off of KSV (Kikkawa, Sakita, Virasoro) diagrams, which produce modular functions, that just seem to spit ten back in extremely bizarre places. Also, noting that ten is not the only number, as 26 has also been proven to work for superstring theory.... but I digress.... > observed it in experiments. For a good popular review of the present > state of this knowledge see the book "The Elegant Universe" by Brian > Greene. "A Brief History of Time" was an enormous best seller in the > 80's and 90's. Greene's book was a best seller last year. I would also read, for the laymen, Hyperspace by Michio Kaku. Simple, elegant, and my cat can understand it. > Don't be teed off--change your career and study physics. The proof is > in the elegance and economy of the theory and the fact that it has > been completely confirmed to within the precision of all experimental > tests so far. > > >btw, andre, if your not on the list; > >i highly suggest you join :) i know your busy with volume 2 and all.. Yeah, only on chapter 8, and he made another (edited I believe) in the meantime. _________________________ > GDAlgorithms-list mailing list /.\ | | Whoa, where did the word physics go.... ERROR: Your beta-version of Life1.0 has expired. Please upgrade to the full version. All important social functions will be disabled from now on. |
From: Mark W. <mwa...@to...> - 2000-09-11 04:24:23
|
> equivalent -- remember E = mc^2) causes the space surrounding it to become Actually, correct me if I'm wrong, E = mc^2 + Eo Sorry, couldn't help but get pedantic considering the current thread :) Mark. |
From: <ro...@do...> - 2000-09-11 03:56:03
|
Joe Silver wrote: >Not that I have anything to add to this conversation.. but I did want to >ask.. where is a good place or a good book to get started with physics? my >physics knowledge is pretty low.. > The three-volume set "Lectures in Physics", by Richard Feynman, is terrific. It is pitched to the level of freshman and sophomore science majors. |
From: <ro...@do...> - 2000-09-11 03:54:19
|
Jeff Lander wrote > At JPL, good old Newton does the job for most things. I'm sure that this is true for _most_ things at JPL, certainly for all the work they do on dynamics of Earth-launched space craft and their motion within the solar system. But not all things. I think that at JPL there are probably also astronomers who are involved in observing such things as the cosmic evidence for gravitational lenses (see the spectacular photos published just last yea--I'm not sure where, but I saw them on the NY Times Science pages) and evidence for black holes at the centers of galaxies, and these are definitely General Relativistic phenomena, explainable only in the context of space-time curvature. |
From: <ro...@do...> - 2000-09-11 03:45:34
|
Robert Dibley wrote: >> hey, >> i am just wondering, but how many people know about *this* >> "gravity isn't really a force" and that it is caused by the >> curvature in the space time fabric. > >What is it then ? >I mean being caused by the curvature of space-time doesn't explain what it >is. Wrong, it certainly explains very well what it is. But you need a little higher math to see that. >A ball rolls down a hill because of gravity, not because of the curvature of >the surface its on. Right. It's not the curvature of the surface it's on, rather it's the curvature of the space-time continuum. |
From: <ro...@do...> - 2000-09-11 03:43:55
|
Akbar A. wrote: >hey, >i am just wondering, but how many people know about *this* >"gravity isn't really a force" and that it is caused by the curvature in the >space time fabric. > Of course, this thread is entirely off topic with respect to game algorithms in the ordinary sense (unless of course you want to make relativistic physics the object of the game :-)). But physics is one of the best subjects to be "rather curious" about, so no one has objected so far. In the modern physics paradigm, gravity is one of the four basic forces, and, by many orders of magnitude, the weakest of the four. The other three are called (in order of increasing strength), the weak force (which, for example, is responsible for the decay of neutrons into protons, electrons and neutrinos), the electromagnetic force (which is responsible for all of chemistry, optics and all other electromagnetic interactions), and the strong force, (which is responsible for the binding of quarks into protons and neutrons, and the binding of protons and neutrons into atomic nuclei. There has recently been a buzz about some experimenters claiming to have discovered a fifth force, but it has not yet entered into the mainstream physics paradigm. So, in terms of modern physics it is perfectly OK to call gravity a force. But in this paradigm, gravity is indeed also understood as a phenomenon of the curvature of the space-time "fabric", necessarily caused by the presence of energy (including mass). You can completely understand the orbits of bodies under the gravitational force as motion along geodesics, i.e. paths of shortest length, in the curved space-time. The mathematics that you need to put this all on a sound logical basis is higher-dimensional differential geometry and tensor analysis. This is the framework of Einstein's General Theory of Relativity. For the most part, for most ordinary experimental observations, General Relativity predicts the same behavior as the classical Newtonian gravitational model, up to the precision of experiments. But in the several dozen experiments where GR predicts a measurable difference from the predictions of Newtonian gravitational theory, GR has been confirmed. Read any popular book on modern physics, such as Stephen Hawking's "A Brief History of Time" for a non-mathematical review of these ideas, experiments and astronomical observations. If you want the real stuff, the best book is "Gravitation", by Misner, Thorne, and Wheeler, but it is daunting. >And, if you drop two objects in a vacuum they *really* don't fall >at the same rate (difference is very small, order of 10^-24) <this *makes >sense*> Nah, this is NOT true according to Einsteinian General Relativity, and no one has ever done an experiment sensitive enough to detect that. All bodies, in a vacuum, fall at the same rate--the result of Galileo's Tower of Pisa experiment, and a cornerstone of Einstein's theory, in which it is called "the Principle of Equivalence". However, the main unsolved problem of today's physics is the "Theory of Everything", which would put all four of the forces together into one logical framework. The three strongest forces all coexist nicely in a theoretical framework called "The Standard Model", whose framework is essentially quantum mechanical. No one has yet got a decent theory of quantum gravity, nor done any experiments that would expose the quantum mechanical nature of gravity. But everyone (in physics) believes there ought to be such a theory that would unify all the forces. The present dominant line of theoretical investigation is called "Superstring Theory", which claims, among other things, that the dimension of space-time might be as high as ten. But superstring theory has not yet made any predictions that are subject to experimental verification under present experimental technology. I don't know but mabe you or someone has heard that some of the results of string theory predict a departure from the Principle of Equivalence, but I haven't heard of it, and certainly no one has observed it in experiments. For a good popular review of the present state of this knowledge see the book "The Elegant Universe" by Brian Greene. "A Brief History of Time" was an enormous best seller in the 80's and 90's. Greene's book was a best seller last year. > >i am just curious what is the *the few on this list* knowledge about >this... > >i recently (3 minutes ago) got in an argument with a friend on this *topic*, >he told me his professor said that "Gravity is a FORCE" and saying anything >different from that is pure anarchy. > >i told him what is above is true and André Lamothe writes this in all of his >books, and i'm pretty sure he knows more than your professor (the laws make >sense as well), ... >i am probably just t-ed of cause i didn't have more proof about the space >time fabric one :| > Don't be teed off--change your career and study physics. The proof is in the elegance and economy of the theory and the fact that it has been completely confirmed to within the precision of all experimental tests so far. >btw, andre, if your not on the list; >i highly suggest you join :) i know your busy with volume 2 and all.. This comment reminds me of the sign in the post office: "No dogs allowed, except seeing-eye dogs". |
From: Frag_ D. <fra...@ho...> - 2000-09-11 02:24:41
|
Don't have much time right now, but has anybody on this list heard of the string theory? If I recall correctly, it said that there were several more dimensions (I think we have like eight, but I can only name the three + time). Anyway, it said something that all matter was created of this "strings", including quirks, protons, neutrons--everything, and that the dimensions are so "small" that they hardly effect us. The theory (theoretically, actually hypothetically--it hasn't been proven yet) explains the spatial warping through these new "micro dimensions", or whatever you want to call them, for one because it's easier to do stuff in more dimensions. Consider the example: Two objects wish to swap places in a one dimensional environment. Assuming that they couldn't pass through each other, it would be impossible. In two dimensions, however, one could go over and the other under. In three dimensions then, you could just step around. In four I'm sure a good example could be thought of. This is a horribly unorganized email, but you should check into it. Steven Hawking has looked into it a little, but I don't want to say any incorrect quotes or anything like that. In game programming, this may be completely unnecessary and even detrimental. Still interesting. >From: "Akbar A." <sye...@ea...> >Reply-To: gda...@li... >To: <gda...@li...> >Subject: RE: [Algorithms] rather curious >Date: Sun, 10 Sep 2000 20:48:52 -0500 > > >The reason people don't know a lot about relativistic physics is they >have > >trouble with Galileo let alone Einstein. >i don't want to sound stupid (being that i have not had *any* experience >with Einstein's work) but wasn't most of his stuff, derived from material >which was pretty trivial? > > > >No one believed us that the objects hit at basically the same time >regardless >of mass. So we all started dropping stuff on the table to >prove >it. > >Pretty funny. >been there, done that :) > >well you can always look at it and explain to other people that' it's a >formula and you are just putting in data which has a very *large* gap. >the precision is small but the difference is *still* there, so in all of >it's actuality they *don't* fall at the same rate :) >just cause we can't see it, doesn't mean it doesn't exsist ;) > >imho, it must of been a pain in the ass to convince people that we/objects >are "attracted" to each other ;) > > > >The whole what is gravity thing is pretty tough. Claiming to have the > >"right" answer is probably folly. >aren't researchers still clamoring about a "true/right way" to describe >light and all it's properties; >"wait a second it's a wave, oh No it's a particle!" (i will stop this, i'm >going on a tangent ;) ><grin> > > >Using Newton's equations for the force of gravity and f=ma >the mind is so weird. >maybe i saw this in a dream or something but wasn't it first published as >-f = -ma >? > > >Didn't they do the feather and rock demo on an Apollo mission as a pr >thing? >I seem to remember seeing a video of it. > >do we even have video capture devices that are that accurate to get the >10^-24 precision, so we could "see" the diff? > > >anyways, >i think i got some reading to do about this topic so i can argue with a >better foot hold. >i hope this book does the trick, just put the order in. >http://www.amazon.com/exec/obidos/ASIN/0517029618/o/qid=968634459/sr=2-1/102 >-7947677-2983366 > > > >peace, >akbar A. > >being in the game biz, we actually *apply* all these fancy equations most >people just memorize for the midterm and forget about. > > > > >-----Original Message----- >From: gda...@li... >[mailto:gda...@li...]On Behalf Of Jeff >Lander >Sent: Sunday, September 10, 2000 6:37 PM >To: gda...@li... >Subject: Re: [Algorithms] rather curious > > >The reason people don't know a lot about relativistic physics is they have >trouble with Galileo let alone Einstein. > >Funny this should come up today since last night we got into a little >debate >about this at dinner with some friends. My friend works at JPL and we were >talking about skydiving and this came up. No one believed us that the >objects hit at basically the same time regardless of mass. So we all >started dropping stuff on the table to prove it. Pretty funny. It is >always amazing how a simple "try it yourself" can surprise people. In >general they just believe it should be some way and never check it out. No >wonder Galileo ended up in jail. > >The whole what is gravity thing is pretty tough. Claiming to have the >"right" answer is probably folly. Clearly Galileo/Newton works fine for >most applications any human would run into. I am no expert on >gravitational >physics but from what I know, common thinking is based on Einstein's >theory of General relativity. The mass of objects warp spacetime and the >falling is explained by objects following a straight path in space-time. > >Galileo went to great pains to prove that Aristotle and Plato were wrong >about falling objects. If he wasn't exactly right to the order of 10^-24 >or >whatever, I am not sure it matters. At JPL, good old Newton does the job >for most things. > >Using Newton's equations for the force of gravity and f=ma you can see how >the mass of the falling object just drops out. Different masses do cause >the objects to hit with different forces but that is different from the >time, eh. > >If someone wants to implement actual relativistic physics for simple rigid >body simulations, I am sure it would be cool, but Newton is good enough for >me :) > >Didn't they do the feather and rock demo on an Apollo mission as a pr >thing? >I seem to remember seeing a video of it. > >-Jeff > >At 04:26 PM 9/10/2000 -0500, you wrote: > >hey, > >i am just wondering, but how many people know about *this* > >"gravity isn't really a force" and that it is caused by the curvature in >the > >space time fabric. > > > >And, if you drop two objects in a vacuum they *really* don't fall > >at the same rate (difference is very small, order of 10^-24) <this *makes > >sense*> > >why don't more people know this? > > > >even if it's at a difference 10^-24, > >i assure you, if we had money that was this accurate, banks would >"require" > >this much precision in there software :| > > > >i am just curious what is the *the few on this list* knowledge about > >this... > > > >i recently (3 minutes ago) got in an argument with a friend on this >*topic*, > >he told me his professor said that "Gravity is a FORCE" and saying >anything > >different from that is pure anarchy. > > > >i told him what is above is true and André Lamothe writes this in all of >his > >books, and i'm pretty sure he knows more than your professor (the laws >make > >sense as well), ... > > > > > > > >i am probably just t-ed of cause i didn't have more proof about the space > >time fabric one :| > > > > > >btw, andre, if your not on the list; > >i highly suggest you join :) i know your busy with volume 2 and all... > > > >peace, > >akbar A. > > > > > >_______________________________________________ > >GDAlgorithms-list mailing list > >GDA...@li... > >http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > >_______________________________________________ >GDAlgorithms-list mailing list >GDA...@li... >http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > >_______________________________________________ >GDAlgorithms-list mailing list >GDA...@li... >http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list _________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com. 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